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[RELz] Unofficial Skyrim Legendary Edition Patch [USLEEP] #1

unofficial skyrim legendary edition patch usleep

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#1
Arthmoor

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Unofficial Skyrim Legendary Edition Patch


Version: 3.0.0
By the Unofficial Patch Project Team

Download it from AFK Mods
Download it from Steam Workshop
Download it from Skyrim Nexus
Download it from TES Alliance
Download it from Dark Creations
Download it from The Assimilation Lab


Requires Skyrim version 1.9.32.0.8 or greater.
Requires Official Dawnguard DLC.
Requires Official Hearthfire DLC.
Requires Official Dragonborn DLC.

USLEEP Discussion Forum on AFK Mods

This mod is an effort to fix the vast amount of bugs currently existing in Skyrim and its 3 official DLCs. If you're experiencing a bug with Skyrim or one of the DLCs, please report the bug to us in as much detail as possible on the USLEEP bugtracker. Please use search to ensure that you aren't submitting something that is already there. Please also confirm that the bug you are reporting happens with no mods other than the unofficial patches installed. A lot of Skyrim bugs are actually the result of other mods doing things they're not supposed to. Thank you and we hope you have a better Skyrim experience!

(Note that all fixes are retroactive unless otherwise noted)

Frequently Asked Questions - BUGS
Frequently Asked Questions - About the Project
Mods Made Obsolete by Unofficial Patches
Bug Fixes Recommended in Addition to the Unofficial Patches

Game Mechanics Fixes
  • A damaged Story Manager node with an unresolved reference for Hearthfire was repaired by copying the Skyrim.esm record.
  • Resolved DLC conflict in KillingMoveSneakBackA00 caused by a dirty edit in Dragonborn.esm. (Bug #17922)
  • Resolved DLC conflict in KillMoveFrontSideRoot00 caused by a dirty edit in Dragonborn.esm. (Bug #17921)
  • Resolved DLC conflict in KillingMoveSneakBackA caused by modifications in Dragonborn.esm. (Bug #17920)

Actor Fixes
  • Badnir and Gunding are not marked as unique actors despite being named, never respawning, and the other residents of Whistling Mine being marked that way. (Bug #19485)

Item Fixes
  • The BasicFork01 and BasicKnife01 objects needed activation names, weights, and values to match the weaponized versions since they look the same, can be picked up by the player, and cannot be dropped without use of the console. If you have been picking these up all over the place, expect the possibility that you may now be weighed down and have to drop some. The VendorItemClutter keyword was also missing and has been added. (Bug #19481)

Magic, Perk & Skill Fixes
  • Resolved DLC conflict in the Warmaster perk between Dawnguard and Dragonborn. (Bug #17875)
  • Resolved DLC conflicts in the Hack and Slash perks between Dawnguard and Dragonborn. (Bug #17874)
  • Resolved DLC conflicts in the Limb Splitter perks between Dawnguard and Dragonborn. (Bug #17873)
  • Resolved DLC conflicts in the Twin Souls perk between Dawnguard and the Unofficial Dragonborn Patch. (Bug #17872)

Quest Fixes
  • Resolved DLC conflict in Discerning the Transmundane (DA04) caused by a dirty edit in Dragonborn.esm. (Bug #18682)
  • Resolved DLC conflict in Letter From a Friend (WICastMagic04) between Dawnguard and Dragonborn. (Bug #17876)


The complete changelog is available here.

Changelogs for the previous patches:


Edited by Arthmoor, 07 November 2015 - 03:29 PM.


#2
Arthmoor

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[Reserved for future beta announcements]


Edited by Arthmoor, 07 November 2015 - 03:48 PM.


#3
rgabriel1985

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Hi Arthmoor

 

I have two questions:

 

1- The individual patches will be abandoned or you will keep updating them

 

2- Is it safe to delete the individual patches and use USLEEP mid-game even when the final version get released



#4
Arthmoor

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The individual patches are frozen as of now. They will not receive further updates unless a critical error comes up, which frankly we don't anticipate happening since such a thing would have been reported by now.

 

Upgrade instructions are in the readme.



#5
Jac

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Cool! I can start getting my new modlist together. Now for some of those skyproc patchers to get updated as well....



#6
Gold_Dragon

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A pity that the issue I found didn't get fixed (unless I got a slightly corrupted DL).

 

Either USKP or UHFP removes the starting dialogue from Svari (Child in Solitude that gives the quest Return to Grace).



#7
Avilyn

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If we have mods that use USKP, UDGP, UDBP, or UHFP as masters, will those mods still work if we upgrade to USLEEP or do we need to wait until those mods are updated before we can update?

 

Also, is there a way to tell in TESVEdit or WyreBash which mods are relying on the unofficial patches as masters?



#8
cdcooley

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Using Wrye Bash is probably the easiest way to see what masters are used by each mod. On the Mods tab click on Skyrim.esm then just press the down-arrow key repeatedly while watching the Masters panel on the right side of the screen.

 

It will be best to wait until the mods you use are updated but there will probably be some mods that don't get updated. As far as I can tell from my testing so far, you can switch existing mods to use USLEEP instead of USKP (using either Wrye Bash or TES5Edit to simply change the name of the master), but fixing dependencies for the DLC patches requires TES5Edit and manual editing.



#9
Arthmoor

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It should be more or less possible to switch a file to use USLEEP as a master without much trouble, but only if it's using JUST the USKP as a master. If it's using more than that, manual editing and a lot of careful checking would be needed.

 

The very soon to be updated Wrye Bash 306 has a function to list dependencies when right clicking on a file in the mods tab. That will be the easiest way to spot anything that needs to be dealt with. Yes, USLEEP is one reason I asked for that feature to get added :P



#10
Avilyn

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Awesome, thanks guys!  :smile:



#11
Gruftlord

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Currently in wrye bash 305, disabling the uskp will also disable any mod that depends on it. Works just as well when looking for dependencies.

#12
MadCat221

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Currently in wrye bash 305, disabling the uskp will also disable any mod that depends on it. Works just as well when looking for dependencies.

Yep.  Check to find a purple-labeled gamesave (which means perfect matching load order), disable the USKP (or any mod, regardless if they have ESPs mastered to them), then do "Diff Masters" on the (no longer purple) gamesave, and see what was deactivated.


Edited by MadCat221, 05 October 2015 - 03:48 PM.


#13
Arthmoor

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Much easier to install 306 though. It's pretty much ready, only doc fixes are still being done :P



#14
Jac

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Hey Art, what's the status on this? Thanks.



#15
Arthmoor

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I would say provided nothing bad comes up between now and then that we should be going to live release over this coming weekend.



#16
Jac

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Alright, cool. I was getting ready to start a new game, so if the beta's going to be the main release, I'll grab that.



#17
Gold_Dragon

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I hope that one annoying quest bug got fixed....

 

Thanks for the news!



#18
Jac

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Are you guys still on target for a weekend release? It looks like I'm going to be starting a new game and I'd rather not have to re-run all of my patchers and distant land more than once before I do. :)



#19
Arthmoor

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We are. Don't know precisely when it will happen, but it will be during daylight hours, not in the wee hours just after midnight :P



#20
Jac

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We are. Don't know precisely when it will happen, but it will be during daylight hours, not in the wee hours just after midnight :P

Bastard. :P

 

Just kidding. I can wait. It looks like I overlooked the Hearthfire patch anyway, so it's probably a good thing I'm going to be restarting.



#21
Arthmoor

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Unification Day is Here! The Unofficial Skyrim Legendary Edition Patch is now live. The OP has been updated with all of the current download locations.

Nexus may not have propagated it to every CDN mirror, they're horribly slow right now, but it should happen within the next few hours.

Go enjoy your games, and don't forget about Skyrim just because Fallout 4 is coming :P

Our team will be on hiatus until January so that we can all enjoy the holidays and such.



#22
01386612

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Congrats on release and thank you guys. I have been waiting on this for quite some time. :thumbsup:



#23
wrinklyninja

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Congrats on the release, I'm downloading it ready for when I come back around to playing Skyrim again. :)



#24
Nephenee13

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Anyone know if there are plans to update Better Quest Objectives to account for this?



#25
Jac

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*does a happy dance* New game here I come!



#26
Scrivener07

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Thank you and congrats on the release  B)



#27
Gold_Dragon

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Do enjoy your Holidays, Arthmoor and co!



#28
Arthmoor

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Updating a Mod That Uses USKP as a Master

Now that the unified patch is out, several of you will likely have mods that explicitly use the USKP as a master file. These files need to be updated by their authors, or new versions issued that target USLEEP specifically. Until such time as this happens, you can make the adjustments yourself using TES5Edit.

This is going to assume you have at least basic knowledge of how to load mods with TES5Edit, and how to edit things and then save the results.

You need to have the old patch ESP files in your Data folder for this to work - do not delete those until you are done with all the files!

Load the mod you need to change into TES5Edit. It will cause the USKP (and any other files it needs) to load up. When it's done, expand the ESP file you need to change, and select the "File Header" record. It should look something like this:

http://afkmods.iguan...SKPSelected.jpg

On the line where "Unofficial Skyrim Patch.esp" is listed, right click, and then change that to: Unofficial Skyrim Legendary Edition Patch.esp

It should look like this once done:

http://afkmods.iguan...EEPSelected.jpg

Close TES5Edit, and when it prompts you to, save the file.

Load the file back up afterward. When it finishes, right click on the ESP and select "Check For Errors" and make sure it hasn't got any unresolved reference errors. If the file has them, you will need to let the mod's author handle it as it will require more advanced editing knowledge. If there are no unresolved ID errors, then this file was edited safely and you can load it into the game with USLEEP.

If the Mod Uses More Than One Patch

Use Mator's xEdit Script to fix the master dependencies. He has detailed instructions on the file entry for that.

It will also work for the single USKP dependencies as well if you'd rather use that to do a whole batch at once.


Edited by Arthmoor, 11 November 2015 - 07:38 PM.


#29
Nephenee13

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If the Mod Uses More Than One Patch

Stop right there. Mods using more than one unofficial patch will need to be handled by the mod author, or someone knowledgeable who is acting with their approval. If you attempt to edit such a mod, you may end up simply ruining it because the removal of master files will cause unreferenced for ID errors to crop up. These need to be fixed manually by someone with advanced working knowledge of how form IDs work.


What if htey only use one patch, but its not USKP?

#30
Arthmoor

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Then you have an anomaly and what's been posted won't cover you. Let the mod's author handle it.




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